National Dex SCORCHING STAR(Victini Sun) Changes Welcome

The Team:

:xy/charizard-mega-y: :xy/victini: :sv/raging-bolt: :sv/great-tusk: :sv/alomomola: :sv/kingambit:
Pokepaste



This is my first attempt at serious teambuilding, and it has proved successful. The synergy in this team makes it easy to pilot, while the strong attacks being fired off under sun (weather balls, V-create, Protosynthesis-boosted attacks) make punching holes in defensive cores easy. Mega Charizard sets sun for Victini, Raging Bolt, and Great Tusk, Alomomola passes huge wishes to keep them healthy, and Kingambit is a powerful trapper and possible late-game wincon. The team is pretty braindead, but it paves the way to focus on "skill" and "mechanics"(Gambit/Bolt 50/50s). As always, please give me feedback on this team, I have so much room to grow and I would genuinely appreciate it.


Mega Charizard Y
:sv/charizard-mega-y::charizardite-y:
STARBRIGHT (Charizard-Mega-Y) @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Weather Ball
- Solar Beam
- Roost
- Focus Blast

This is the Sun SetterTM and main Special Wallbreaker of note. It's a pretty standard set, other than Focus Blast. On Yard, I prefer Focus Blast over Scorching Sands for its higher base power and ability to nuke specially defensive Tyranitar, who could be a problematic switch-in otherwise. Let's face it, 9 out of 10 turns you'll be clicking Weather Ball anyway.
Vs. SpD TTar 252 SpA Charizard-Mega-Y Focus Blast vs. 252 HP / 212+ SpD Tyranitar: 452-536 (111.8 - 132.6%) -- guaranteed OHKO
Vs. SpD Gliscor 252 SpA Charizard-Mega-Y Weather Ball (100 BP Fire) vs. 244 HP / 228+ SpD Gliscor in Sun: 253-298 (71.8 - 84.6%) -- guaranteed 2HKO after Poison Heal
Vs. Heatran 252 SpA Charizard-Mega-Y Focus Blast vs. 252 HP / 212+ SpD Heatran: 216-256 (55.9 - 66.3%) -- guaranteed 2HKO after Leftovers recovery

Other Options.
Other moves could be slotted in place of Focus Blast. Possibly Air Slash to poke at dragon-types, which would otherwise wall Yard. Scorching Sands for the burn chance, maybe Ancient Power(if you're a psycho). Fire Blast, while less accurate, has 10 more BP and stays a fire move outside of Sun. Because of Mola, you could theoretically scrap Roost for a fourth move, but 78/115 special bulk is serviceable enough to warrant a Roost on predicted switches occasionally.


Victini
:sv/victini::choice-scarf:


SCORCHED STAR (Victini) @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Trick
180BP STAB V-Create, now 1.5x more powerful, because of Sun! Need I say more? In all seriousness, this is the only form of speed control on your team and an excellent physical wallbreaker. U-turn is there to keep momentum, and Trick helps ease the matchup against bulkier teams. It can 2HKO most resists, and is truly insane in its capability under the sun.
Other Options.
You could play around with the coverage, slotting Glaciate in for Landorus-Therian and Gliscor, at the cost of not hitting flying types neutral to Ice, e.g. Corviknight and Moltres. 3 attacks + Trick could work, but in practice requires too much prediction for me.
Raging Bolt
:sv/Raging-Bolt::Leftovers:
FIRESTORM (Raging Bolt) @ Leftovers
Ability: Protosynthesis
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
IVs: 20 Atk
- Thunderclap
- Thunderbolt
- Calm Mind
- Draco Meteor
Raging Bolt is the other special threat ravaging the tier right now, and it fits into this team very well. It has a standard Calm Mind+3 attacks set. I EV'd it to outspeed max speed Kingambit. I also want it to stick around, as we have Alomomola to bring it back to near full, so I put the leftover EVs in HP and gave it :leftovers:.
Other Options.
For more offensive power, you could run :life-orb: or :magnet:. Volt Switch, in theory, would be a great momentum keeper, but then Bolt didn't output enough damage, even with a boosting item. Of course, :Dragonium-Z: for Devastating Drake is the second most relevant option, but would make this team even weaker to Tapu Koko.
Great Tusk
:sv/great-tusk::heavy-duty-boots:
AIRAVATA (Great Tusk) @ Heavy-Duty Boots
Ability: Protosynthesis
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Ice Spinner
- Headlong Rush
- Rapid Spin
Did someone say role compression? Great Tusk is the spinner and rocker for our team. This team has a weakness to hazards, so to ensure that Tusk doesn't get worn down, I equipped it with boots. I also experimented with photosynthesis boosting speed, but that was slightly inconsistent. The EV's aren't exactly optimized, I'd like some help on that.

Other Options.
This is the member of the team I'm most unsure about. Tusk can pull off several sets very well, which makes me unsure if I'm running the right one. Of course, this could be swapped out for a different spinner/defogger entirely.
Alomomola
:sv/Alomomola::heavy-duty-boots:

PERFECT MIND (Alomomola) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 8 HP / 252 Def / 248 SpD
Relaxed Nature
IVs: 0 Spe
- Flip Turn
- Toxic
- Wish
- Protect
This allows for some nice momentum, status spreading, and of course, keeping the team healthy. It can toxic stall with Protect decently enough, and since Bolt and Gambit are HP invested, you can shuffle between them as a last resort. It assists Yard with rocks, Tusk with removal, and bolsters the staying power of the team in general. It can also use protect to scout the Dragapult set, another pokemon this team has issues with.
Other Options.
This is the set I am most certain about. I could invest in HP, but that would likely be unnecessary.
Kingambit
:sv/Kingambit::black-glasses:
BANISHED LORD (Kingambit) @ Black Glasses
Ability: Supreme Overlord
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Kowtow Cleave
- Pursuit
- Iron Head
- Sucker Punch
Kingambit. I decided to slot Kingambit over yet another abuser because it covers some bad matchups. This specific set is weird, but I use it as a mid-game progress maker, then a late-game wincon. It can live a Mega Diancie Mystical Fire/Earth Power and hit back with an Iron Head. It can chip Tapu Koko into V-Create range, and it can deal with physical Dragapult sets.
Relevant Threats.
Tapu Koko
:sv/tapu-koko:

Koko outspeeds every member of the team bar one. It has coverage against the entire team. It's a pain to deal with, and your only option is hoping V-create kills it.
Mega Diancie
:sv/diancie-mega:

Also terrible for the same reasons. It's a gamble on whether it runs Earth Power or Diamond Storm, and you can't Toxic it into V-create Range.
Dragapult
:sv/dragapult:

Dragon types are a pain for this team in general. Dragapult is the worst offender by far, however, because of its set variety. The sets that threaten this team the most is the special status set, with a close second being the specs set. You really just have to scout with alomomola, or else 2 mons go.

Conclusion
So let me know what you think of this team! I had a ton of fun laddering, and figuring out how to build without Tera to save me. With better skill than mine, I feel this team has potential. Goodluck to anyone trying to use it, and good night to whom it applies to!




 
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